5,389
edits
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http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/oncc_all.gif | http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/oncc_all.gif | ||
==0x00-0x21== | |||
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000" | {| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000" | ||
|- BGCOLOR="#FFDDBB" ALIGN=CENTER | |- BGCOLOR="#FFDDBB" ALIGN=CENTER | ||
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| BGCOLOR="#FFC8C8" | 00 00 34 42 | | BGCOLOR="#FFC8C8" | 00 00 34 42 | ||
| 45.000000 | | 45.000000 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | maximal falling height without damage | ||
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD" | |- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FFC8C8" | 00 00 07 43 | | BGCOLOR="#FFC8C8" | 00 00 07 43 | ||
| 135.000000 | | 135.000000 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | maximal falling height with damage | ||
|} | |||
;Falling height: let FH1 be the height at 0x1A | |||
:let FH2 be the height at 0x1E | |||
:let BH be the base health of the character | |||
:let FH be the actual falling height | |||
:then, if FH > FH2, the character is killed | |||
:if FH < FH1, the character takes no damage | |||
:if FH1 < FH < FH2, the character takes damage (FH - FH1) / (FH2 - FH1) * BH | |||
==0x22-0x41== | |||
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000" | |||
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD" | |- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FF5E5E" | 01 F8 03 00 | | BGCOLOR="#FF5E5E" | 01 F8 03 00 | ||
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| 48 | | 48 | ||
| ALIGN=LEFT | transparency of the shadow for the second part of a jump | | ALIGN=LEFT | transparency of the shadow for the second part of a jump | ||
|} | |||
==0x42-0x67== | |||
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000" | |||
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD" | |- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#DD0000" | 00 00 C8 41 | | BGCOLOR="#DD0000" | 00 00 C8 41 | ||
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| dead | | dead | ||
| ALIGN=LEFT | not used; always the same | | ALIGN=LEFT | not used; always the same | ||
|} | |||
==0x68-0x97== | |||
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000" | |||
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD" | |- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FFC800" | 00 10 3D 48 | | BGCOLOR="#FFC800" | 00 10 3D 48 | ||
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| 0.500000 | | 0.500000 | ||
| ALIGN=LEFT | unknown; always the same | | ALIGN=LEFT | unknown; always the same | ||
|} | |||
==0x98-0x117== | |||
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000" | |||
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD" | |- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#E7CEA5" COLSPAN=2 | <TT>konoko_hurt_light</TT> | | BGCOLOR="#E7CEA5" COLSPAN=2 | <TT>konoko_hurt_light</TT> | ||
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| BGCOLOR="#E7CEA5" COLSPAN=2 | <TT>konoko_death</TT> | | BGCOLOR="#E7CEA5" COLSPAN=2 | <TT>konoko_death</TT> | ||
| ALIGN=LEFT | death sound<BR>(08114-konoko_death.grp.[[OBD:OSBD|OSBD]] of level 0)<BR>(08115-konoko_death.imp.[[OBD:OSBD|OSBD]] of level 0) | | ALIGN=LEFT | death sound<BR>(08114-konoko_death.grp.[[OBD:OSBD|OSBD]] of level 0)<BR>(08115-konoko_death.imp.[[OBD:OSBD|OSBD]] of level 0) | ||
|} | |||
==0x118-0x137== | |||
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000" | |||
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD" | |- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FFDDDD" | 00 00 00 00 | | BGCOLOR="#FFDDDD" | 00 00 00 00 | ||
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| 0 | | 0 | ||
| ALIGN=LEFT | unknown; always the same | | ALIGN=LEFT | unknown; always the same | ||
|} | |||
==0x138== | |||
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000" | |||
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD" | |- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#8C8CCC" | 00 00 80 3F | | BGCOLOR="#8C8CCC" | 00 00 80 3F |